The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

  • Yes

    Votes: 593 80.4%
  • No

    Votes: 145 19.6%

  • Total voters
    738
I'm not sure that's a correct proportion
It is.
Cheating- Recently Archmagos Explorator Tranth and Headmaster Ridcully have come up with the idea to use Headmaster Ridcully's postcognation to discover more about The Well of Urd and the technologies that make it up. This should be very effective and will hopefully be enough to allow Magos Explorator Tranth to learn how to use technologies otherwise incomprehensible.

Chance of Success: 30%

Reward: permanently reduce the difficulty of the Examine Sub-Systems by one percent per three percent that the action is passed by.
Granted, Ridcully's Control would give the action a +30 chance of success but that only provides a maximum of +20 total assuming a nat 100 is rolled. My guess is that getting more high level Primaris Diviners and Telepaths will give us further bonuses - like how Xavier gave +26 to spying on the Abomination - but the problem is that Primaris psykers of any type are rare. Only 1.6% of our major psykers are Primaris psykers and only one of the 28 (besides Ridcully) is a Telepath of Veteran Primaris status which is probably still not good enough.
 
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also this is a hard action for a reason, it will give you access to weapons and technologies that I did not intend to allow you to reverse engineer
 
also this is a hard action for a reason, it will give you access to weapons and technologies that I did not intend to allow you to reverse engineer
Yeah, I'd probably complain if it was easy to be honest. We're reaching nearly twenty thousand years into the past through the storms of the Age of Strife with no Astronomican. On a crit-fail I presume they'd see Slaanesh being born. Best-case scenario in that instance is that Ridcully resists the corruption (and fights off the surely corrupted diviners with him) for long enough that Saint Lin arrives and non-lethally purifies him.
 
Yeah, it would make no sense if this was easy, if we can reverse engineer even one of these techs we gain a massive advantage.
 
Since it seems like we will be returning to normal turns soon; now seems like a good time to bring this up.

@durin The Munitorum action Commissars: Regimental has been missing since turn 31 was that an accident or did we lose access to it?
 
Since it seems like we will be returning to normal turns soon; now seems like a good time to bring this up.

@durin The Munitorum action Commissars: Regimental has been missing since turn 31 was that an accident or did we lose access to it?
There wouldn't have been any point. In the 22 turns since then I don't think Avernites have once failed a morale check that resulted in a rout - just disorganisation.

(ninja'd by GM)
 
Plus the way are battles go it seems our guys act like the Catachans/Krieg corps from the tabletop. Hard to rout and just die harshly as the battle intensifies.

I've seen games where Catachans playing their home turf jungles and were able to do some major damage to a Chaos player who sent in a predator with CSM's.

Also don't nerf the DE. Ya they eat up our manpower but that's mostly because of our decisions to get to places quickly and not board up before the DE's Night raids. We all saw that when we boarded up they started to lose at amount even in a bad roll or our guys would triumph with out losing anyone (While they lost like 29 regiments to our 0 I think was a turn. Have to check.).
 
Just went over the options from the regular turns and here's my early ideas for what to do now.

Munitorum
- Recruitment Drive (if an option)
- Massed Deathstrikes (we never have enough of these)
- King of Battle
- More Siege Infantry

Void Command
- Orbital Defenes (locked)
- Construct Merchantmen (locked)
- Naval Evaluation

Administratum
- Enlarge Factories (locked)
- Underground Railways (locked)
- Educational Exchange

Diplomacy
- Sound Out (Colonization)
- Lobby For Quartock (Svartalfheim)

Arbites
- Spy Network?
- Something Else? (I expect new options will be available here)

AdMech
- Expand Forges (locked)
- Under the Sands
- Next step for Congregation Asps?
- Finish an STC? Given that we've just lost some of our shipping capacity from this war, the Hydroponics STC might be a good choice to free up some of the food shipping from Alfheim to Midgard.

Ministorum
- Good Deeds (Alfheim) (Locked)
- Orders Dialogos translating Dark Eldar data?

Astra Telepathica
- Neo-Astropaths: Receivers (Locked)
- Research something.

Personal
- Family time
- Tutoring Syr
 
We should recruit some Void Infantry to fill out the missing formations. They suffered the largest proportional loss of our armies.
 
so who wants to put some kind of mobile anti bombardment platform into the research que? most of our losses were from the cites macro cannons.
 
Yes, but we haven't actually trained them yet, so we actually have nothing to replace in that regard.
Ok, also for STC's what do you think is a priority besides the hydroponics and the better engine, cause I want to see what that APC is as it can carry a heck load of people.
 
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Munitorum
- Recruitment Drive (if an option)
- Massed Deathstrikes (we never have enough of these)
- King of Battle
- More Siege Infantry
I'd really like to give the Phase Tigers the power armour. We weren't able to use them at all during the last battle. Aelfric could only do so because he had psykers assist them in their stealth actions. That power armour is key to letting us use them in all situations.

AdMech
- Expand Forges (locked)
- Under the Sands
- Next step for Congregation Asps?
- Finish an STC? Given that we've just lost some of our shipping capacity from this war, the Hydroponics STC might be a good choice to free up some of the food shipping from Alfheim to Midgard.
I think it would be better to study the Vanquishers in the Well of Urd than finish an STC. All our Vanquishers were lost in the war and we have no way to replace them. The stores of food that've been built up should suffice for a long time and those Vanquishers would be a massive help against the wildlife.

Ministorum
- Good Deeds (Alfheim) (Locked)
- Orders Dialogos translating Dark Eldar data?
I'm not arguing this because translating that DE data is important, but once Good Deeds is done we should take Tutoring. One more crit success and Syr'll likely go to Rotbart's level of faith: unwavering. A couple more after that and who know what'll happen...
 
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I'd really like to give the Phase Tigers the power armour. We weren't able to use them at all during the last battle. Aelfric could only do so because he had psykers assist them in their stealth actions. That power armour is key to letting us use them in all situations.

We can't do the action to have them in Recon Power Armor without also using the relevant AdMech action in the same year, which also requires we use the right action type. It is highly unlikely durin is going to do another war turn before he switches to the ten year turns, so the Recon armor is not exactly a priority at the moment.

I think it would be better to study the Vanquishers in the Well of Urd than finish an STC. All our Vanquishers were lost in the war and we have no way to replace them. The stores of food that've been built up should suffice for a long time and those Vanquishers would be a massive help against the wildlife.

1. You're missing the point. We just lost a number of our Merchantmen during a time when our shipping is already insufficient. Midgard MUST operate on having a surplus so they can save up enough food for emergencies (at their current production, without trade they would enter starvation mode in 12 years - think about how long Niflheim has been blocked off by a Warp Storm, which could just as easily happen to Alfheim) but we've also lost a number of our shipping capacity in this war - as such, decreasing the amount of shipping Midgard needs so that we can use that capacity to instead send metal to Vanaheim is rather crucial. Food to Midgard takes a very large amount of shipping capacity, and we can lessen that. This is a case of putting the Trust's needs first.

2. We wouldn't really deploy Vanquishers against the wildlife on any regular basis. They're too valuable for that.
 
Plus the way are battles go it seems our guys act like the Catachans/Krieg corps from the tabletop. Hard to rout and just die harshly as the battle intensifies.

I've seen games where Catachans playing their home turf jungles and were able to do some major damage to a Chaos player who sent in a predator with CSM's.

Also don't nerf the DE. Ya they eat up our manpower but that's mostly because of our decisions to get to places quickly and not board up before the DE's Night raids. We all saw that when we boarded up they started to lose at amount even in a bad roll or our guys would triumph with out losing anyone (While they lost like 29 regiments to our 0 I think was a turn. Have to check.).
I wast suggesting to "nerf" them by hitting them from orbit with a Nova Cannon. A Nova Cannon is the ultimate big gun the Imperium fields on its Capital Ships. It's basically relativistic air-burst projectile. With a blast radius measured in tens of thousands of kilometers.
 
Interesting. By the way how much damage would the Life Eater virus done to the planet?
 
It is highly unlikely durin is going to do another war turn before he switches to the ten year turns, so the Recon armor is not exactly a priority at the moment.
We don't have many options for when we can take the action. The only time when it'll really be priority is when we're going to war and we've never had three years forewarning before we had to go to war. Taking the action means preventing a possible cycle of "It's peace so not priority>It's war, no time to study>It's peace so not priority". Admittedly such a cycle fits the 40k setting well but we should still try to avoid it.

1. You're missing the point. We just lost a number of our Merchantmen during a time when our shipping is already insufficient. Midgard MUST operate on having a surplus so they can save up enough food for emergencies (at their current production, without trade they would enter starvation mode in 12 years - think about how long Niflheim has been blocked off by a Warp Storm, which could just as easily happen to Alfheim) but we've also lost a number of our shipping capacity in this war - as such, decreasing the amount of shipping Midgard needs so that we can use that capacity to instead send metal to Vanaheim is rather crucial. Food to Midgard takes a very large amount of shipping capacity, and we can lessen that. This is a case of putting the Trust's needs first.
What you're saying makes a great deal of sense but it's worth remembering we lost so many merchantmen because we didn't invest enough into our military. Establishing military security must always come first, especially in 40k. The odds of Midgard getting invaded are greater than the odds of it getting cut off by a warp storm. In this case, I'll admit it's better to focus on fixing the logistical situation due to everything it's connected to but for most matters where we have to pick between civil and military techs, we should go with the latter.

2. We wouldn't really deploy Vanquishers against the wildlife on any regular basis. They're too valuable for that.
There are two ways to argue against this.
1. If we're able to mass-produce Vanquishers (relative to what we could before, at least) and we're suffering badly against the wildlife, we should definitely use the Vanquishers regularly.
2. The Vanquishers are effective at extreme ranges and they need to practice against the wildlife so the crews are used to using them. Using them regularly is both safe and practical, even necessary.

Interesting. By the way how much damage would the Life Eater virus done to the planet?
It's Exterminatus grade weaponry. It consumes all life on a planet within hours (if even that long) and produces an extremely flammable gas which can then be ignited by an orbital laser, scorching the entire planet.
 
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